Addresses Mantis #1886
Forces the landmark and menu flags to be always set, like in previous releases. This will cause the parcel based restriction on setting landmarks to have no effect, until it is implemented properly0.6.0-stable
parent
7480a91c09
commit
244a9282d0
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@ -761,8 +761,10 @@ namespace OpenSim.Region.Environment.Modules.World.Estate
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if (m_scene.RegionInfo.RegionSettings.Sandbox)
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if (m_scene.RegionInfo.RegionSettings.Sandbox)
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flags |= Simulator.RegionFlags.Sandbox;
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flags |= Simulator.RegionFlags.Sandbox;
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// Handled in LandObject.cs: AllowLandmark
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// Fudge these to always on, so the menu options activate
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// Handled in LandObject.cs: AllowSetHome
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//
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flags |= Simulator.RegionFlags.AllowLandmark;
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flags |= Simulator.RegionFlags.AllowSetHome;
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// TODO: SkipUpdateInterestList
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// TODO: SkipUpdateInterestList
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@ -165,10 +165,13 @@ namespace OpenSim.Region.Environment.Modules.World.Land
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uint regionFlags = 336723974 & ~((uint)(Simulator.RegionFlags.AllowLandmark | Simulator.RegionFlags.AllowSetHome));
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uint regionFlags = 336723974 & ~((uint)(Simulator.RegionFlags.AllowLandmark | Simulator.RegionFlags.AllowSetHome));
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if (estateModule != null)
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if (estateModule != null)
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regionFlags = estateModule.GetRegionFlags();
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regionFlags = estateModule.GetRegionFlags();
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if ((landData.Flags & (uint)Parcel.ParcelFlags.AllowLandmark) != 0)
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regionFlags |= (uint)Simulator.RegionFlags.AllowLandmark;
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// In a perfect world, this would have worked.
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if (landData.OwnerID == remote_client.AgentId)
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//
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regionFlags |= (uint)Simulator.RegionFlags.AllowSetHome;
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// if ((landData.Flags & (uint)Parcel.ParcelFlags.AllowLandmark) != 0)
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// regionFlags |= (uint)Simulator.RegionFlags.AllowLandmark;
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// if (landData.OwnerID == remote_client.AgentId)
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// regionFlags |= (uint)Simulator.RegionFlags.AllowSetHome;
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remote_client.SendLandProperties(remote_client, sequence_id,
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remote_client.SendLandProperties(remote_client, sequence_id,
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snap_selection, request_result, landData,
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snap_selection, request_result, landData,
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(float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
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(float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
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